Dynamite Run is a rogue-like(ish) platformer located in an underground dungeon, the player has to get through dangerous enemies and obstacles using dynamite to reach the surface. But be careful! Dynamite can be dangerous. It can not only hurt, but destroy aswell!
- W/uparrow/space - jump
- S/downarrow - down
- D/rightarrow - right
- A/leftarrow - left
- H - use health potion
- Left mouse button - throw dynamite (hold to wait)
- Right mouse button - interact (shop, chest, steam engine)
Kill all enemies to open door, get to the surface
- Kill all enemies to advance
- At the end of every floor is a steam engine. Activate it to call a lift.
- There are in total 24 levels.
- Collect scrap and then upgrade your arsenal
Veralos Level 27
It seems like this game could be cool, but there are two main drawbacks:
- The game just feels way too slow to be enjoyable. You move slowly, your jump is floaty, it takes forever to just throw the dynamite, etc.
- It's possible (quite easy, in fact) to destroy certain platforms and get yourself stuck. I get that being able to screw yourself over with dynamite is part of the theme but making the game unwinnable isn't any fun.
Those complaints aside, there are some nice bits here. The graphical style is really nice - I particularly like death animation. The music and sound effects are good. I like the idea of the upgrade system too, even if I didn't get to use it much.
AtomicDouche Level 12
I liked the concept, the art style and the sound design. I couldn't stand the pacing of the game. Everything felt like it was going 10 frames a second, I mean sure, some games could work that, but this is an action platformer. That being said, everything pretty much worked, and the game was undoubtedly fair in terms of save states.
And the death animation was cool, I got a kick out of that.
Kwisarts Level 47
The game feels way too slow. It's also a bit buggy; when you die, the death replays after you respawn... and the platforms don't respawn. Making it impossible to progress.
That said, the core idea isn't bad, it just isn't that well executed.
EDIT: I saw your comment on rogue-likes and I feel I need to comment back on that; Keep in mind rogue-likes aren't "random" but "procedurally generated". What is random in a rogue-like isn't everything. Rogue-likes don't just make it random, there is a big part of control. For example, you may have a set pattern of levels. Like, you enter room 1, there are 2 possible rooms for room 1. Then room 2 would have other patterns, to still make the player feel like they progress and that they're not making that level again. You'd control it to make sure the player doesn't make the same level twice. Increasing the amount of rooms won't be helpful there. Imagine, you're reaching level 10 and it's just level 1 again. :/
Tecna Level 10
The art of this game is great, the sounds are very good, but the pace of the game could be more faster. This game is really slow and the falling platforms doesn't come back after your character dies, which trapped me in a stage. But really cool game!
Problematicar Level 36
Interesting concept for the theme, just a little bit too repetitive, and I don't really know what you were trying to do with the randomly choosen levels, but getting the same one more than once (I got one 3 times), makes the game kinda boring.